+100 Health +5 Physical Protection and Magical Protection +7 HP and Mana Restore per Minion Assisted +5 MP5 +3 Gold per Minion Assisted ROLE QUEST: SUPPORT Assist with Minion kills to gain stacks. Each Assist is worth 1 stack. At 50 stacks Guardian's Blessing Evolves, gaining 4 Gold Per 5s.
Evolved Gauntlet of Thebes
AURA - Allies within 70 units receive 10 Physical Protection and 10 Magical Protection.
PASSIVE - Every time you are damaged by a god you gain a stack that provides 3 Physical and Magical Protections. Stacks up to 7 times, Lasts 6s
AURA - Allied gods within 70 units have their Physical Protections increased by 15 and their HP5 increased by 25.
AURA - Enemy gods within 55 units have their Magical Protection reduced by 15.
AURA - Enemy gods within 55 units have their healing reduced by 25%. This does not stack with similar Auras.
Stone of Binding
PASSIVE - Successfully hitting an enemy god with Crowd Control will place a debuff on the enemy, reducing their Magical and Physical Protections by 15 for 5s.
+50 Health +35% Damage vs. Jungle Monsters +7% Health and 25 Mana Restored on Killing a Jungle Monster ROLE QUEST: JUNGLE Kill or Assist Jungle Monsters or Enemy Gods to gain stacks. Jungle Monsters are worth 1 stack and Enemy Gods are worth 5 stacks. At 50 Stacks Assassin's Blessing Evolves, gaining +5 Penetration and 5% Movement Speed.
PASSIVE - You gain additional Magical Power and Lifesteal scaled from missing Health. This caps at 100 power and 20% Lifesteal at 25% Health.
Shoes of the Magi
PASSIVE - Using an ability gives your next Basic Attack within the next 8 seconds +75% of your Magical Power as additional Magical Damage. The effect can only apply once every 3 seconds.
Spear of Desolation
PASSIVE - If you receive a kill or assist on an Enemy God all of your cooldowns are reduced by 2 seconds.
Rod of Tahuti
PASSIVE - Basic Attacks and Abilities gain 25% additional Magical Power against targets below 50% Health.
PASSIVE - Your abilities deal an additional 2% of the target's maximum Health as Magical Damage. If the target has over 2000 Health, your ability bonus damage scales up. This effect reaches a maximum of 7% Maximum Health damage at 2750 Health. Subsequent hits on the same target do half the bonus damage for the next 3s.